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[[Category: Places]]
[[Category: Places]]
[[Category: Locations]]
[[Category: Ley Line Nexus]]
[[Category: Ley Line Nexus]]


The Jade Tower is the home of the [[College of Mages]], and one of the most powerful places in Crescent. It sits on a [[:Category:Ley Line Nexus|ley line nexus]], one point of the Arcane Triangle, connected by ley lines to the [[Lighthouse at Windy Point]] and the [[Valley of the Magi]].
The Jade Tower is the capital of the [[Jade Imperium]], home of the [[College of Mages]], and one of the most powerful places in Crescent. It sits on a [[:Category:Ley Line Nexus|ley line nexus]], one point of the Arcane Triangle, connected by ley lines to the [[Lighthouse at Windy Point]] and the [[Valley of the Magi]].


==History==
==History==
The Tower is, and was, and always shall be, or so it seems. Legend says it was raised from the earth itself whole, a feat of magical construction unequaled in history.  
The Tower is, and was, and always shall be, or so it seems. Legend says it was raised from the earth itself whole, a feat of magical construction unequaled in history.  


It served as the headquarters of the College of Mages for centuries, center of their power, their discipline, their mystique. Its light, shining brightly in the western sky, was both a beacon to those of Power, and a warning to those who would stand against them.
It served as the headquarters of the College of Mages for centuries, center of their power, their discipline, their mystique. Its light, shining brightly in the western sky, was both a beacon to those of Power, and a warning to those who would stand against them, as well as a steadfast navigational point.


That warning went unchallenged for centuries, until the [[Scarlet War]], when the College of Mages fell, seemingly forever.   
That warning went unchallenged for centuries, until the [[Scarlet War]], when the College of Mages fell, seemingly forever.   


Recently, however, the Tower seems to have reawakened, seemingly in connection with [[Glory Exultation|the actions]] of the [[Companions of the Rising Sun]].
Recently, however, the Tower seems to have reawakened, apparently in connection with [[Glory Exultation|the actions]] of the [[Companions of the Rising Sun]].


==Approaching the Tower==
==Approaching the Tower==
Multiple wards and magical effects are in place in the area surrounding the Tower, to protect its masters.
Multiple wards and magical effects are in place in the area surrounding the Tower, to protect its masters.


- 2.1.1 Rebounding Swords
===Rebounding Swords===
WIll Save DC 18, or any blade (piercing or slashing) will
In later years, as the primary enemy of the College of Mages was the Order of the [[Sword of Malicean]], the use of swords and blades was prohibited in the area surrounding the Tower, to a distance of about ten miles.  Any blade so used has a strong tendency to rebound upon its user.
rebound on its user, doing base damage (plus any magical
damage).  No STR bonus or crits.


Applies within 10 miles of the Tower.
===Approach and Be Recognized===
- 2.1.2 Approach and Be Recognized
Not liking surprises, the Masters of the Tower enacted this collection of wards, which has the following effects in a 30 mile radius around the Tower:
All people are subject to the Faerie Fire spell, as well
*All people are subject to the Faerie Fire spell, as well as Zone of Truth.   
as Zone of Truth.   
*No scrying is permitted within the range of this ward.   
No scrying is permitted within the range of this ward.   
*Bars ''undetectable alignment'' and other related spells.
Bars undetectable alignment and other related spells.
*No teleporting, except via teleport circles in the Tower itself.
Caster level checks for divination waived, subject to
*Sound carries extraordinarily well.
scrying restriction above.
No teleporting, except via teleport circles in the Tower
itself.
Sound carries - +10 to listen checks.


Applies within 30 miles of the Tower.
===Unfriendly Skies===
- 2.1.3 Unfriendly Skies
Recognizing that a tower is naturally vulnerable to an attack by the air, the Masters harnessed the winds themselves to defend their bastion. Winds around the tower above ground level are wild and uncontrolled, making flying difficult.   
Winds around the tower above ground level are wild and
 
uncontrolled, making flying difficult.  -20 to ride
===Mirage Arcana===
checks for airborne mounts.
Overland progress towards the Tower is difficult; the land itself seems to shift under the feet of those who approach.
- 2.1.4 Mirage Arcana
 
Roll Will Save 1/hour DC 21 (+2 bonus after making first
==Appearance==
save) or make no overland progress toward Tower.
The Tower is hugely tall, an octagonal obelisk stretching to the sky.  It stands on a hill in a valley, and fairly pulses with mystical potential.  Silver lines stretch up four of the sides, on each of the off-cardinal points.
- 3 Outside the Tower
 
The Tower is hugely tall, an octagonal building stretching to the
The entrance, though currently unguarded, will only open to one of [[Mehana]]'s chosen, which limits it to arcanists ([[wizards]], [[sorcerers]], and [[warlocks]] of either Mehana or one of the [[:Category:Gods|Sages]]), [[cleric]]s of Mehana, and [[Wardens of the Tower]].
sky.  It stands on a hill in a valley, and fairly pulses with
 
mystical potential.  Silver lines stretch up four of the sides,
==Tour of the Tower==
on each of the off-cardinal points.
A sampling of the different floors in the Tower, in no particular order:
- 3.1 Yanseldra standing at entrance
*Labs and experimentation rooms
- 3.1.1 Wings wounded by Nigel's grandfather, she is bound to this
**Various kinds, one for each of the major schools of magic, except necromancy.
plane by her pain, and is unable to heal herself. 
*Classrooms
- 3.1.2 She guards the entrance to the tower. She will not allow
*Transport room
anyone to pass her and enter the Tower, until such time as
**An entire room filled with teleport circles, to multiple places.   
she is healed and released.
**One in particular is notable, if only because it has been violently disabled; those with the ability to read magical writing will be able to tell that it once led to the [[Lighthouse at Windy Point]].
- 3.1.3 She may only be healed by a descendant of the one who wounded
*Libraries of general knowledge, in particular Arcana and the History of Magic.
her.
*The Grand Library
- 3.2 Announce Thyself
**This room is huge - a whole floor of the Tower, seemingly carved from the darkest jade.  There are tables and work chairs, but no shelves.  It's one giant spellbook, with each school's spells (except necromancy) engraved on one of the eight walls in mystical silver runes. It's possible to move the spells from the walls to a work table, and advanced users can even make changes or annotations to them, or add new spells to the collection.
- 3.3 Find the Spellpool (Tour of the Tower)
*Conference rooms
The Tower is empty, but it isn't the emptiness of a haunting.
*Personal Quarters
It's the waiting of a theatre before the audience begins to
*Personal Workshops
file in - an expectation of the return of vitality.  It is
*Council Chamber
quiet, hushed, but was clearly not abandoned in haste.
*The [[Spellpool]]
- 3.3.1 Labs and experimentation rooms
'''[[DM Notes:Jade Tower]]'''
Various kinds, one for each of the major schools of
magic, except necromancy.
- 3.3.2 Classrooms
- 3.3.3 Transport room
An entire room filled with teleport circles, to multiple
places.  They seem to be deactivated.
- 3.3.4 Libraries of general knowledge, in particular Arcana and the
History of Magic
Regina will undoubtedly raid this section for knowledge
of Telemore. Determine what she will find.
- 3.3.5 The Grand Library
This room is huge - a whole floor of the Tower, seemingly
carved from the darkest jade.  There are tables and work
chairs, but no shelves.  It's one giant spellbook, with
each school's spells (except necromancy) engraved on one
of the eight walls in mystical silver runes. It's
possible to move the spells from the walls to a work
table, and advanced users can even make changes or
annotations to them, or add new spells to the collection.
- 3.3.6 Conference rooms
- 3.3.7 Council Chamber
Think the Gray Council from Babylon 5
- 3.3.8 The Spellpool
At the top of the tower, lies the Spellpool. About 8 feet
across, 3 feet high, with 18" walls made of solid jade,
and inscribed with silver and gold runes. The silver
lines running up the sides of the Tower culminate here,
connecting to the pool. Note the presence of Segilus
rooted in the pool.
- 3.3.8.1 Segilus is the spell
No one expected that he would retain his intellect
and reason when he sacrificed his mortal shell for
the magic.  For all intents and purposes, the spell
is truly alive... and available to advise.

Latest revision as of 11:07, 18 March 2024


The Jade Tower is the capital of the Jade Imperium, home of the College of Mages, and one of the most powerful places in Crescent. It sits on a ley line nexus, one point of the Arcane Triangle, connected by ley lines to the Lighthouse at Windy Point and the Valley of the Magi.

History[edit]

The Tower is, and was, and always shall be, or so it seems. Legend says it was raised from the earth itself whole, a feat of magical construction unequaled in history.

It served as the headquarters of the College of Mages for centuries, center of their power, their discipline, their mystique. Its light, shining brightly in the western sky, was both a beacon to those of Power, and a warning to those who would stand against them, as well as a steadfast navigational point.

That warning went unchallenged for centuries, until the Scarlet War, when the College of Mages fell, seemingly forever.

Recently, however, the Tower seems to have reawakened, apparently in connection with the actions of the Companions of the Rising Sun.

Approaching the Tower[edit]

Multiple wards and magical effects are in place in the area surrounding the Tower, to protect its masters.

Rebounding Swords[edit]

In later years, as the primary enemy of the College of Mages was the Order of the Sword of Malicean, the use of swords and blades was prohibited in the area surrounding the Tower, to a distance of about ten miles. Any blade so used has a strong tendency to rebound upon its user.

Approach and Be Recognized[edit]

Not liking surprises, the Masters of the Tower enacted this collection of wards, which has the following effects in a 30 mile radius around the Tower:

  • All people are subject to the Faerie Fire spell, as well as Zone of Truth.
  • No scrying is permitted within the range of this ward.
  • Bars undetectable alignment and other related spells.
  • No teleporting, except via teleport circles in the Tower itself.
  • Sound carries extraordinarily well.

Unfriendly Skies[edit]

Recognizing that a tower is naturally vulnerable to an attack by the air, the Masters harnessed the winds themselves to defend their bastion. Winds around the tower above ground level are wild and uncontrolled, making flying difficult.

Mirage Arcana[edit]

Overland progress towards the Tower is difficult; the land itself seems to shift under the feet of those who approach.

Appearance[edit]

The Tower is hugely tall, an octagonal obelisk stretching to the sky. It stands on a hill in a valley, and fairly pulses with mystical potential. Silver lines stretch up four of the sides, on each of the off-cardinal points.

The entrance, though currently unguarded, will only open to one of Mehana's chosen, which limits it to arcanists (wizards, sorcerers, and warlocks of either Mehana or one of the Sages), clerics of Mehana, and Wardens of the Tower.

Tour of the Tower[edit]

A sampling of the different floors in the Tower, in no particular order:

  • Labs and experimentation rooms
    • Various kinds, one for each of the major schools of magic, except necromancy.
  • Classrooms
  • Transport room
    • An entire room filled with teleport circles, to multiple places.
    • One in particular is notable, if only because it has been violently disabled; those with the ability to read magical writing will be able to tell that it once led to the Lighthouse at Windy Point.
  • Libraries of general knowledge, in particular Arcana and the History of Magic.
  • The Grand Library
    • This room is huge - a whole floor of the Tower, seemingly carved from the darkest jade. There are tables and work chairs, but no shelves. It's one giant spellbook, with each school's spells (except necromancy) engraved on one of the eight walls in mystical silver runes. It's possible to move the spells from the walls to a work table, and advanced users can even make changes or annotations to them, or add new spells to the collection.
  • Conference rooms
  • Personal Quarters
  • Personal Workshops
  • Council Chamber
  • The Spellpool

DM Notes:Jade Tower